Yu Zhang (张宇)

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Selected Projects (full list)

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Genesis


Collaborator · Oct 2024 — May 2025
Project Page Github

Collaborating with Xian Zhou and Prof. Chuang Gan on the Genesis project, an open-source physics platform for robotics and embodied AI research.

Baraff-Witkin Cloth Model with IPC Collision Handling


Personal Project · Oct, 2024

An implementation of the Baraff-Witkon cloth model. Unlike the original solver, our solver is based on an optimization formulation of the cloth model, and we solve this optimization problem using Newton's method. The IPC (Incremental Potential Contact) algorithm is used to handle the collision between the cloth and the rigid body.
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Meshy - A 3D AIGC Project


Participant · Oct, 2023

Participating in the Meshy project as a graphics R&D engineer. Meshy is a 3D AIGC project that aims to generate 3D models from the text or image prompt. My responsibilities include optimizing the generateion quality and performance of the 3D generative model, and investigating various differentiable geometric representations, etc.

Classical Partial Differential Equations: Numerical and Exact Solutions


Personal Project · May, 2023
Github Article

Several classical linear partial differential equations, including the transport equation, Laplace's equation, the heat equation, and the wave equation, are analyzed. Their exact solutions and numerical solutions (including Eulerian methods and Monte Carlo methods) in two-dimensional space are then compared.
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A Corrected Derivation of Invertible Neo-Hookean Model


Personal Project · May, 2023
Github Article

In this project, we implement several different invertible constitutive models. Additionally, we correct the derivation of the invertible neo-hookean model, which is presented in the SIGGRAPH course 'Dynamic Deformables: Implementation and Production Practicalities'.
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High-Performance PBD Physics Engine


Company Project · Aug, 2021

This project aims to develop a high-performance PBD (position-based dynamics) physics engine, which is similar to Houdini Vellum. The engine supports a series of materials' simulation: rigid body, soft body, fluid, cloth, granular material, etc. We achieve a 60 FPS's 240k particles fluid simulation, and the simulation can be extended to a large-scale scene (there are 20 million particles in the picture on the right side). To obtain a high-quality fluid surface, we implement a surface reconstruction algorithm based on dual contouring. In this project, we also use a CCD (Continuous collision detection) algorithm to tackle the tricky collision problem.

Experience

University of Utah, Research Assistant · Oct 2024 — May 2025
Taichi Graphics, Graphics R&D Engineer · Sep 2021 — Sep 2024
Tencent Games, Game Engine Engineer · Jul 2020 — Sep 2021
NetEase Games, Game Engine Engineer (Internship) · 2019
Beijing Normal University, Postgraduate · 2017 — 2020
Beijing Normal University, Undergraduate · 2013 — 2017

Education

Master of Computer Application Technology, Beijing Normal University · 2017 — 2020
Bachelor of Computer Science and Technology, Beijing Normal University · 2013 — 2017


Design and source code from Jon Barron's website